Extra Credits

Season 2018

A weekly show discussing various topics on the video game industry and the consumers.

Where to Watch Season 2018

40 Episodes

  • So You Want To Be in QA - The Test Chamber
    E1
    So You Want To Be in QA - The Test ChamberQuality Assurance, or QA, does not mean you sit around playing games all day. At least, not for fun. But if you have patience, love experimentation, and find the right team, it can be an extremely rewarding job.
  • Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing
    E2
    Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and PublishingYou would think that paying $60 for a game would be enough, but so many games these days ask for money with DLC, microtransactions, and yes, lootboxes. There's a reason for that.
  • Why Do Games Cost So Much To Make? - AAA Game Budgets
    E3
    Why Do Games Cost So Much To Make? - AAA Game BudgetsLet's talk numbers: marketing, office space, dev tool licenses, voice actors, and more that goes into the average AAA game budget. Why do some games never turn a profit while others seem to magically make it work on the cheapest budget possible?
  • The Loot Box Question - Designing Ethical Lootboxes: I
    E4
    The Loot Box Question - Designing Ethical Lootboxes: IWhy does the games industry seem to prefer lootboxes over other types of microtransactions nowadays? Why are they so easily manipulated to abuse players' agency? How can we make them better?
  • The Legality of Loot Boxes - Designing Ethical Lootboxes: II
    E5
    The Legality of Loot Boxes - Designing Ethical Lootboxes: IILegislating regulation around in-game purchases seems like a good idea, but let's proceed cautiously: the phrasing of such potential rulings could create situations that unfairly affect gamers themselves, not just publishers.
  • NieR: Automata - Sacrifice and the Meaning of Kindness
    E6
    NieR: Automata - Sacrifice and the Meaning of KindnessMany video games offer you the chance to make “good” or “bad” choices, but often times these choices lack weight; you as a player aren’t emotionally attached to the circumstances, the causes, or the outcomes. Nier: Automata, however, lets players truly empathize with others in a crucial end-game choice.
  • Break Points - Balancing the Math with the User Experience
    E7
    Break Points - Balancing the Math with the User ExperienceWhy does a small, incremental increase in a stat sometimes feel like an overpowered boost? How can we use break points to improve the player's experience? Guest art by Allison Utterback! https://twitter.com/ingrid_archer (No, not THAT Allison, but a very awesome Allison nonethless.)
  • Impractical Research - How Academia Can Make Better Games
    E8
    Impractical Research - How Academia Can Make Better GamesAcademic research in games should be challenging our need for commonly accepted principles like Skinner boxes or certain narrative structures. Historically it tends to be focused on finding only certain types of quantifiable data, which can be distracting from the medium's overall progress.
  • Unpleasant Design - When Bad Design is Used to Hide Problems
    E9
    Unpleasant Design - When Bad Design is Used to Hide ProblemsSometimes bad design is created intentionally, to cover up a flaw in the system instead of fixing it. Using cities like Seattle and London as examples, we examine how architecture is designed to remove homeless people from the public eye without actually helping them.
  • Wolfenstein vs Call of Duty - The Need for “B” Games
    E10
    Wolfenstein vs Call of Duty - The Need for “B” GamesWolfenstein II: The New Colossus offers up one of the most honest depictions and criticisms of Nazism and bigotry in modern mainstream games, and part of that is due to its "b"-game-like nature--similar to b-movies that transgress the standards of their time.
  • The Digital Museum - Assassin’s Creed Origins Discovery Tour
    E11
    The Digital Museum - Assassin’s Creed Origins Discovery TourThe Assassin's Creed Origins team recently added a non-violent exploration mode to their game coupled with an educational voiceover narrating facts about ancient Egypt. How could we improve on this museum-like experience
  • Choice Paralysis - Too Much of a Good Thing
    E12
    Choice Paralysis - Too Much of a Good ThingGame designers must decide how to segment and present choices so that the player isn't overwhelmed. From character creation to strategy, there's a lot of complexity to the user experience.
  • Blockchain Games - Can Blockchain Technology be a Game Mechanic?
    E13
    Blockchain Games - Can Blockchain Technology be a Game Mechanic?Say hello to Matt Krol, our new narrator! Today we're talking about about that cursed buzzword "blockchain" that's appeared on the fringes of the game industry within the past year, most infamously Cryptokitties. How could blockchain tech actually provide good game design value?
  • Ladders and Team Games - Doing it Wrong
    E14
    Ladders and Team Games - Doing it WrongThanks to Skillshare for sponsoring this video. The first 500 people to sign up at this link get their first 2 months for free: http://skl.sh//extracredits Why do team-based video games like Overwatch seem to struggle with judging team cooperation and not just individual skill? The answer, surprisingly, comes from chess.
  • Games You Might Not Have Tried #14 - Mechs, Monsters and More!
    E15
    Games You Might Not Have Tried #14 - Mechs, Monsters and More!These games are definitely perfect...ly suited to expanding your game design knowledge, even if they have some flaws here and there. It's another edition of "extra" game reviews: Games You Might Not Have Tried!
  • The Content Conundrum - Why So Many Games Feel Generic
    E16
    The Content Conundrum - Why So Many Games Feel GenericProcedurally generated content seems like a really appealing route for a lot of indie developers--it's what AAA game studios are doing, and it seems to protect game balance! But often times it's worth the extra effort to craft a few handmade pieces, even at the risk of "breaking" the game.
  • College E-Sports - Road to Glory?
    E17
    College E-Sports - Road to Glory?E-sports scholarships are becoming slowly more commonplace, but they have inherited some of the bad qualities of other college sports, as well as unique issues like the usually short lifespans of video games themselves. Should you pursue an esports career?
  • The Three Pillars of Game Writing - Plot, Character, Lore
    E18
    The Three Pillars of Game Writing - Plot, Character, LoreLet's examine the elements that make up "game writing." Plot, characters, and lore all have to be balanced depending on the type of game you're making--knowing what to cut from your story bible is just as important as knowing what to keep.
  • The Price of Randomness - Balancing RNG
    E19
    The Price of Randomness - Balancing RNGLet's compare the RNG design in Hearthstone and Slay the Spire and figure out how we can design RNG for strategic difficulty without veering into completely frustrating players.
  • Ma, The Space Between - Uncluttered Game Design
    E20
    Ma, The Space Between - Uncluttered Game DesignToday we're talking about a Japanese word "ma" and how it applies to game design. Incorporating rest, space, and emptiness can make the rest of the gameplay, action, and narrative stand out.
  • Game Therapy - How Can Games Improve Mental Health?
    E21
    Game Therapy - How Can Games Improve Mental Health?Games can help us heal, emotionally as well as physically. We need to do more research on their positive impacts and how we can maximize the emotional value of commercial games, not just on the harmful effects of gaming disorders.
  • Don't Just Hire Your Fans - Creating a Good Design Team
    E22
    Don't Just Hire Your Fans - Creating a Good Design TeamHaving 500+ hours logged on a particular game or franchise shouldn't be a job requirement to work on that particular game or franchise--in fact, by working with folks who aren't already "super-fans" of your game, you'll end up making better creative design decisions.
  • Steam: What Sells - What Steam's Player Numbers Tell Us About Game Genres
    E23
    Steam: What Sells - What Steam's Player Numbers Tell Us About Game GenresWe can learn a lot from Steam's player numbers about why certain games, like PUBG and Paladins, continue to be popular on Steam, as well as why niche driving simulators are doing better than adventure games.
  • Gestalt - The Parts and the Whole
    E24
    Gestalt - The Parts and the WholeGestalt design principles--how we understand groups of objects as a whole unit via symmetry, proximity, closure, and more--is a powerful tool in game design to quickly and effectively communicate visual information to the player.
  • How Games Challenge Us - Empathy and Intuition in Puzzle Design
    E25
    How Games Challenge Us - Empathy and Intuition in Puzzle DesignHow can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are based in reflex and logic challenges?
  • Games You Might Not Have Tried #15 - September 2018 Edition
    E26
    Games You Might Not Have Tried #15 - September 2018 EditionCheck out some new games to play this month! Here's the list of the games in this video, accompanied by a link to the PC versions on the Humble Store if available (if you do decide to make a purchase through any of the Humble links, you'll be informed that a small percentage will go back to supporting Extra Credits, i.e. paying our artists!). * Yoku's Island Express (NOTE: if you own a Switch, we recommend getting the Switch version instead, as the controls and portability are very delightful) https://www.humblebundle.com/store/yo... * Legendary Gary: https://store.steampowered.com/app/68... * 20XX: https://www.humblebundle.com/store/20... * Cultist Simulator: https://www.humblebundle.com/store/cu... * Wars Across the World: https://store.steampowered.com/app/34... * Prey - Mooncrash DLC: https://www.humblebundle.com/store/pr... * The Awesome Adventures of Captain Spirit: https://store.steampowered.com/app/84... * Omen Exitio: Plague: https://www.humblebundle.com/store/om... * Cardinal Cross: https://store.steampowered.com/app/81... * The Painscreek Killings: https://www.humblebundle.com/store/th... History of Virtual Reality, part 1: https://www.youtube.com/watch?v=bWIyz... brought to you thanks to Oculus Rift: http://bit.ly/2vJIFRZ
  • The Joy of Losing - Learning to Have Fun Playing Games
    E27
    The Joy of Losing - Learning to Have Fun Playing GamesThe design of multiplayer games means that, in most cases, half the playerbase is losing games at any given time. However, that shouldn't mean that half the playerbase is miserable or is unable to have fun. You can still have fun learning how to be a better team leader and practicing mechanical skills--which is important for combatting toxicity in multiplayer games.
  • The Metaphor is Meaning - "Show, Don't Tell" in Game Design
    E28
    The Metaphor is Meaning - "Show, Don't Tell" in Game DesignEvery developer should be taking full advantage of the visual and interactive mechanics in games to deliver extra layers of meaning without having to do all game storytelling through text. And players can enhance the depth of their gaming experiences by paying attention to possible metaphors that exist!
  • World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters)
    E29
    World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters)Let's look at how, in 2005, World of Warcraft accidentally provided a virtual simulation of a pandemic that academics have been studying in papers since.
  • Aspirational Play - Adding a Sense of Wonder to Game Design
    E30
    Aspirational Play - Adding a Sense of Wonder to Game DesignFrom internet drama stories of Crusader Kings 2 to the secret rooms in Enter the Gungeon, there is value in designing really cool gameplay and story experiences that not all of your players will necessarily get to experience (at least, not immediately). Stoke imagination and wonder by including exciting details that players can enjoy experiencing, even if only vicariously through shared transmedia knowledge.
  • The New Player Experience - Hooks, Tutorials, Rewards
    E31
    The New Player Experience - Hooks, Tutorials, RewardsA good new player experience consists of three pieces: the hook, the tutorial, and the reward. Spider-Man (2018) is an example that gets this right, by giving players an amazing experience right off the bat and not waiting until the second act.
  • Achieving Vicarity - Creating Livable Fiction
    E32
    Achieving Vicarity - Creating Livable FictionGuest writer Evan Hill (a level designer from Naughty Dog) talks about creating surprises--expectation gaps--in your game, and why adhering to a "lifelike" experience isn't the same as preserving the player's sense of immersion.
  • Games You Might Not Have Tried #16 - Spooky Scary Game Recommendations
    E33
    Games You Might Not Have Tried #16 - Spooky Scary Game RecommendationsHappy Halloween! Today a whole bunch of the Extra Credits folks are here with some spooky scary skele-games for you to try!
  • Building Streaming Into Your Game - Designing Games for Observers
    E34
    Building Streaming Into Your Game - Designing Games for ObserversAdding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the gameplay mechanics that cater directly to players.
  • Tutorials That Don't Talk Down To You - Context Sensitive Design
    E35
    Tutorials That Don't Talk Down To You - Context Sensitive DesignContext sensitive game design is often the key difference between a good tutorial, and a condescending, painfully obvious and frustrating tutorial.
  • The GDPR - What It Means For You! (Developers AND Players!)
    E36
    The GDPR - What It Means For You! (Developers AND Players!)The GDPR stands for the “General Data Protection Regulation.” It’s a European regulation that became effective in May 2018, designed to overhaul the way we think about data and data privacy--even internationally--especially when it comes to the privacy of your game-playing data.
  • Games You Might Not Have Tried #17 - New Games to Learn From!
    E37
    Games You Might Not Have Tried #17 - New Games to Learn From!
  • Episode 400! - Taking a Day
    E38
    Episode 400! - Taking a DayHappy 400th episode Extra Credits! Consider taking some time today to play a game you love. YOU matter, so, take care of yourself!
  • Because Games Matter - MJ's Story: How Games Brought a Family Together
    E39
    Because Games Matter - MJ's Story: How Games Brought a Family TogetherGrowing up, MJ fought non-stop with their brother--until they discovered Pokemon Stadium together. It would not only change their own life, but that of their entire family, for years to come.
  • Because Games Matter - A Teachable Moment: Kingdom Hearts in the Classroom
    E40
    Because Games Matter - A Teachable Moment: Kingdom Hearts in the ClassroomHigh school English teacher Patrick wondered how he could connect better with his students--for one in particular who kept to herself, she just needed someone to let her know that it was OK to talk about video games in the classroom.

 

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